I just saw this on the guide thing:
"The Sound class in Gideros let you play back sound files of all kinds. Be it short sound effects like a gunshot or a 5 minute piece of music, it doesn’t matter. Under the hood, Gideros utilizes OpenAL for playing back WAV files and AVAudioPlayer to play back MP3 files.."
I am wondering, if I to use OpenAL I am really forced to use .wav... If that is the case I am quite disappointed, some of my games have a HUGE amount of sound effects, that are quite big if left as .wav
Comments
I wonder if that is because it might uncompress them at loading and then leave uncompressed in the memory, I am not sure how it works.
There is a way, even with native hackery, to load compressed files as sfx? This is a must for us, because our games are voiced in ten languages, and if we don't put them compressed the game size might quickly balooon to a size where users won't bother downloading it.
Why don't you try some of your mp3 files in Gideros and see how well they play? That would seem to me to be the only way to judge if the performance will be OK for you.